Register | Login | |||||
Main
| Memberlist
| Active users
| ACS
| Commons
| Calendar
| Online users Ranks | FAQ | Color Chart | Photo album | IRC Chat |
| |
1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Final Fantasy VI: Treasure Data | | | |
Pages: 1 2 | Add to favorites | "RSS" Feed | Next newer thread | Next older thread |
User | Post | ||
Geiger Buster Beetle Level: 34 Posts: 115/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
| ||
I think this needs its own thread before it completely hijacks the one it started in. Here is a summary of the data thus far known about treasure in FFVI. Byte Offset . Bits . Description 0 . FF . X Coord 1 . FF . Y Coord 2 . 07 . Bit in memory to set when opened 2 . 01F8 . Byte in memory to set bit in when opened (+7E1E40) 3 . 1E . ??? 3 . 20 . Monster Chest 3 . 40 . Item Chest 3 . 80 . Gold Chest (100x) 4 . FF . Contents (monster index, item index, gold amount) FirstByte . LastByte . Description 2D82F4 . 2D8633 . Pointers to treasure data (+2D8634) 2D8634 . 2D8BC9 . Treasure data (286 entries, 5 bytes each) Information culled from these threads: Finding level-data in SNESroms Imzo's hacking thread (edit: Cannot even shorten the guy's name without mispelling it. ) ---Evil Peer (edited by Evil Peer on 09-21-04 11:28 AM) (edited by Evil Peer on 09-21-04 03:27 PM) (edited by Evil Peer on 09-21-04 03:47 PM) (edited by Evil Peer on 09-21-04 09:29 PM) (edited by Evil Peer on 09-23-04 02:42 PM) (edited by Evil Peer on 09-24-04 11:04 AM) |
|||
Jigglysaint Red Cheep-cheep Level: 24 Posts: 89/215 EXP: 76907 For next: 1218 Since: 03-17-04 Since last post: 7 days Last activity: 3 days |
| ||
What is this thing about bits being set? From what I see, the first 2 bytes are the co-ordiantes, the third seems to be some sort of index number. For example, the Break Blade in the Magictek factory has the number 5e on it. I noticed that some chests appear out of order. I also noticed that a couple chests, instead of having 40 as the chest type, it has 41(runningshoes for example). As for the other data, I bet it's some sort of reletive pointer to each map. I know that in Chrono Trigger, the chest data works so that all the pointers have to be in order for them to work. That means you can't just insert chests anywhere, but you have to re-arrange them. That might be the case here. |
|||
MathOnNapkins Math n' Hacks Level: 67 Posts: 502/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
| ||
Glad to see that someone pays attention to that gamefaqs forum. There are at least 3-4 good hackers for the FFVI forum that I wish would come here. (Who knows, maybe they do :p) | |||
Jigglysaint Red Cheep-cheep Level: 24 Posts: 90/215 EXP: 76907 For next: 1218 Since: 03-17-04 Since last post: 7 days Last activity: 3 days |
| ||
It appears as if I am correct. I managed to add that extra chest(a pair of sprint shoes) to Narshe. The pointers seem to work where the first byte is how many bytes to read, and the second byte is how many pages to read. So 05 01 would mean read page 1, byte 5. Basically how pointers work. | |||
Geiger Buster Beetle Level: 34 Posts: 116/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
| ||
What is this thing about bits being set? the third seems to be some sort of index number. For example, the Break Blade in the Magictek factory has the number 5e on it. Byte 02 determines where the treasure's status is kept in memory (whether it has been collected yet or not). As for the other data, I bet it's some sort of reletive pointer to each map. Yeah. If I had bothered to look at them again (I noted the position a long time ago) I would have noticed they are indeed local (relative) pointers. ---Evil Peer (edited by Evil Peer on 09-21-04 03:18 PM) (edited by Evil Peer on 09-21-04 03:20 PM) (edited by Evil Peer on 09-21-04 03:23 PM) (edited by Evil Peer on 09-21-04 03:23 PM) |
|||
Jigglysaint Red Cheep-cheep Level: 24 Posts: 91/215 EXP: 76907 For next: 1218 Since: 03-17-04 Since last post: 7 days Last activity: 3 days |
| ||
My guess is that if there are olnly 236 entries, then I bet it's possible to add chests. Of course it could be possilbe the extra memory is used for other things as well. Edit: Excuse me, 286 entries. I guess that means there could be room for a lot more chests. (edited by Jigglysaint on 09-21-04 03:22 PM) |
|||
Geiger Buster Beetle Level: 34 Posts: 117/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
| ||
So, do item chests have bit 40 set or reset? Imzo's thread and your information seem to be in conflict. ---Evil Peer |
|||
Jigglysaint Red Cheep-cheep Level: 24 Posts: 92/215 EXP: 76907 For next: 1218 Since: 03-17-04 Since last post: 7 days Last activity: 3 days |
| ||
No, I mean that if it's 40, it's an item. Some items, however, have 41, which doesn't make sense because I tried the other 4 bits and it did nothing. | |||
Geiger Buster Beetle Level: 34 Posts: 118/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
| ||
Try modifying those bits when its gold or a monster. What does the chest containing Allo Ver look like? There is enough extra space at the end to fit 417 entries, though it likely culls it at 384. ---Evil Peer |
|||
Jigglysaint Red Cheep-cheep Level: 24 Posts: 93/215 EXP: 76907 For next: 1218 Since: 03-17-04 Since last post: 7 days Last activity: 3 days |
| ||
Hmm, I heard Allo Ver is monster formation 515. that might be tricky. My guess is that maybe only one bank is available. What formation number are the tentacles from Figaro Castle? I can fight the Tentacles in a chest. | |||
Imzogelmo Blue Octorok Level: 11 Posts: 1/41 EXP: 5292 For next: 693 Since: 09-22-04 From: (Longview) Starkville, MS, USA Since last post: 15 days Last activity: 1 day |
| ||
Apparently you guys haven't found the full info. 0 . FF . X Coord 1 . FF . Y Coord 2 . 07 . Bit in memory to set when opened 2 . F8 . Byte in memory to set bit in when opened (+7E1E40) 3. 01 . (High bit of above) 3 . 10 . Empty Chest (possibly dummied--this is never used) 3 . 20 . Monster Chest 3 . 40 . Item Chest 3 . 80 . Gold Chest (100x) 4 . FF . Contents (monster index, item index, gold amount) For monsters-in-a-box, Contents = Formation 2-pack index (or pack - 256); for items, Contents = Item index; for gold, Contents = Gold / 100 (IOW, this value will be multiplied by 100). |
|||
Jigglysaint Red Cheep-cheep Level: 24 Posts: 94/215 EXP: 76907 For next: 1218 Since: 03-17-04 Since last post: 7 days Last activity: 3 days |
| ||
So perhaps you can answer the question why the pair of runningshoes in South Figaro has the chest type set to 41 instead of 40? Also, how do the chests that when left unopened, give a different item. My guess is that since both chests have the same memory byte, taking one takes the other. Also, the pointers are loaded differently for WOB and WOR. BTW, the data I did find I found in 10 miniutes via rom corruption. I feel like a challenge. Name a game where the chest data(or item data like MZM) hasn't been found and I'll find it in about half an hour. I've already found chest data for Chrono Trigger and Lufia 2. |
|||
Imzogelmo Blue Octorok Level: 11 Posts: 3/41 EXP: 5292 For next: 693 Since: 09-22-04 From: (Longview) Starkville, MS, USA Since last post: 15 days Last activity: 1 day |
| ||
I don't know what hasn't been found... but I *can* answer your question about the 41: Consider bytes 2 and 3 as a word: 0007 - Bit that is set if the chest has been opened 01F8 - Treasure chest event byte offset (+7E1E40) 1E00 - ??? I don't know- this has been suggested to be the sides which a chest may be opened from (FYI, there is a chest, the White Cape in the Returners' HQ (IIRC), which cannot be opened from all accessible sides, so that could point us in the direction we need to confirm/debunk this idea). 2000 - Monster chest - Lowest priority 4000 - Item chest - Second priority 8000 - Gold chest - Highest priority If the chest has the same bit/byte encoding as another one, then it will be marked "opened" and thus, the later maps' data will already be marked as open. Why do I say "later maps"? Because what appears to be the same map in the WOR is not--it's a close copy but not the same map. |
|||
Jigglysaint Red Cheep-cheep Level: 24 Posts: 95/215 EXP: 76907 For next: 1218 Since: 03-17-04 Since last post: 7 days Last activity: 3 days |
| ||
Same map, different event pointers and stuff. Chrono Trigger does this too. There are lots of maps, but a lot of them have the same level data, just different parimaters to make it appear like seperate rooms. | |||
windwaker Ball and Chain Trooper WHY ALL THE MAYONNAISE HATE Level: 61 Posts: 83/1797 EXP: 1860597 For next: 15999 Since: 03-15-04 Since last post: 4 days Last activity: 6 days |
| ||
Originally posted by MathOnNapkins Some (like myself) come here. This data helps. Thanks . |
|||
Imzogelmo Blue Octorok Level: 11 Posts: 9/41 EXP: 5292 For next: 693 Since: 09-22-04 From: (Longview) Starkville, MS, USA Since last post: 15 days Last activity: 1 day |
| ||
chest may be opened from (FYI, there is a chest, the White Cape in the Ok, consider this debunked. I just checked it and this does not show any anomolous bits, so that must be stored some other way. |
|||
Geiger Buster Beetle Level: 34 Posts: 121/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
| ||
Does any chest give more than 25,500 gold? ---Evil Peer |
|||
Jigglysaint Red Cheep-cheep Level: 24 Posts: 98/215 EXP: 76907 For next: 1218 Since: 03-17-04 Since last post: 7 days Last activity: 3 days |
| ||
I tried it as well and it didn't seem to do anything to the runningshoes. I think also the flame sabre in the empty base also has that bit set. All empty chests seem to have 08, which doesn't seem to make sense. Hmm, I noticed the chest has the memory index of 00, and the chest before it has the index of FF. Perhaps 41 tells the game to start using a different set of memory bytes? They all seem to be out of order, except for multiple chests within a map. |
|||
Imzogelmo Blue Octorok Level: 11 Posts: 10/41 EXP: 5292 For next: 693 Since: 09-22-04 From: (Longview) Starkville, MS, USA Since last post: 15 days Last activity: 1 day |
| ||
Originally posted by Evil Peer No, in actual use nothing even comes close. But 25,500 should be the theoretical limit. As for the 41, I've explained that. The '1' is just the highest bit of the byte encoding. The highest byte offset that is used is byte 32 (not 31), so 6 bits are needed. In fact, the RunningShoes are coded on the 32nd byte, so there is no further significance to it. Again, you can get the list at http://homepage.mac.com/glennfield/magitek/treasures.txt. Also, you can look at the function at C0/4C06 if you don't believe me. (edited by Imzogelmo on 09-23-04 07:31 PM) (edited by Imzogelmo on 09-24-04 01:49 AM) |
|||
Jigglysaint Red Cheep-cheep Level: 24 Posts: 99/215 EXP: 76907 For next: 1218 Since: 03-17-04 Since last post: 7 days Last activity: 3 days |
| ||
Originally posted by Imzogelmo Okay, please forgive my ineptness, I'm not a master hacker or anything so I got much to learn. So you said bytes 2 and 3 are a word, right? I know byte 1 is part of the co-ordinates, are you sure you don't mean bytes 3 and 4? Are the second location byte and third byte connected then? Or, is this in another location besides the actual chest data? Also, another idea. Do boss encounters and the like use the MIAB index as well? |
Pages: 1 2 | Add to favorites | "RSS" Feed | Next newer thread | Next older thread |
Acmlm's Board - I2 Archive - Rom Hacking - Final Fantasy VI: Treasure Data | | | |